Several Tier 14 set bonuses were changed:Item - Druid T14 Guardian 4P Bonus: Increases the healing received from your Frenzied Regeneration by 10% and increases the dodge granted by your Savage Defense by an additional 5%.

Classes

Crackling Jade Lightning: Channels Jade lightning at the target, causing 1182 Nature damage over 6 sec. When dealing damage, you have a 15%25% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Chi Burst: You summon a torrent of Chi energy and hurl it at the target, dealing 461 to 1381 damage to all enemies, and 461 to 1381575 to 1724 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.

Chi Wave: You cause a wave of Chi energy to flow through friend and foe, dealing 308 damage or 308384 healing. Bounces up to 5 times to the nearest targets within 20 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.

Zen Sphere: Forms a Zen Sphere above the target, healing the target for 101126 and dealing 101 damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Sphere can be summoned at any one time. If Zen Sphere is cast again while active, the Zen Sphere will detonate, dealing 360 damage and 360450 healing to all targets within 10 yards.

: You reduce the damage taken by all nearbycause 30% of all damage party and raid members within 10 yards by 50%, and cause half of all remaining damage they take to be re-directed to you. Lasts for 15 sec6 sec. The damage received through Avert Harm can be Staggered. Avert Harm is cancelled if you reach 10% or lower health.

Eclipse: Your Wrath now generates Lunar Energy and your Starfire now generates Solar Energy. Solar Eclipse When you reach 100 Solar Energy you will trigger a Solar Eclipse, increasing all Nature damage done by 20%15%. Lunar Eclipse When you reach 100 Lunar Energy you will trigger a Lunar Eclipse, increasing all Arcane damage done by 20%15% and transforming your Hurricane spell into Astral Storm. When triggered, both Lunar and Solar Eclipse grant 15% spell haste for 15 sec and energize you for 35% of your maximum mana.

Omen of Clarity: Your periodic healing from Lifebloom has a 4% chance to cause you to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next cast-time damaging or healing spell or offensive feral ability by 100%. Does not affect Nourish.

Glaive Toss: You hurl two glaives toward a target, each dealing 219 to 654437 to 1308 damage to each enemy struck and reducing movement speed by 30% for 3 sec. The primary target will take 84 times as much damage from each strike. The Glaives will return back to you, damaging and snaring targets again as they return.

Glaive Toss: You hurl two glaives toward a target, each dealing 219 to 654437 to 1308 damage to each enemy struck and reducing movement speed by 30% for 3 sec. The primary target will take 84 times as much damage from each strike. The Glaives will return back to you, damaging and snaring targets again as they return.

Glaive Toss: You hurl two glaives toward a target, each dealing 219 to 654437 to 1308 damage to each enemy struck and reducing movement speed by 30% for 3 sec. The primary target will take 84 times as much damage from each strike. The Glaives will return back to you, damaging and snaring targets again as they return.

Lynx Rush: Your pet rapidly charges from target to target, attacking 9 times over 4 sec, dealing 200% of its normal attack damage to each target. The pet must be within 10 yards of the target to Lynx Rush.

Powershot: You wind up a powerful shot, which deals 800% weapon damage to the target and 200%400% weapon damage to all enemies in between you and the target. Enemies hit by Powershot are also knocked back.

Thrill of the Hunt: You have a 20%30% chance when you fire a ranged attack that costs Focus or Kill Command to reduce the Focus cost of your next 3 Arcane Shots or Multi-Shots by 20.

Frost Bomb: Places a Frost Bomb on the target. After 5 sec, the bomb explodes, dealing 2987 (+ 223.8%3286 (+ 246.2% of SpellPower) Frost damage to the primary target, and 1494 (+ 111.9%1643 (+ 123.1% of SpellPower) Frost damage to all other targets within 10 yds. All affected targets are slowed by 70% for 2 sec. Frost Bomb's countdown and cooldown are reduced by haste.

Frostfire Bolt: Launches a bolt of frostfire at the enemy, causing 1649 to 2098 (+ 180%1534 to 1951 (+ 167.4% of SpellPower) Frostfire damage and slowing the target by 40% for 8 sec.

Frost Bomb: Places a Frost Bomb on the target. After 5 sec, the bomb explodes, dealing 2987 (+ 223.8%3286 (+ 246.2% of SpellPower) Frost damage to the primary target, and 1494 (+ 111.9%1643 (+ 123.1% of SpellPower) Frost damage to all other targets within 10 yds. All affected targets are slowed by 70% for 2 sec. Frost Bomb's countdown and cooldown are reduced by haste.

Arcane Blast: Blasts the target with energy, dealing 834 to 968 (+ 129.4%749 to 869 (+ 115.2% of SpellPower) Arcane damage. Generates an Arcane Charge. Arcane Blast's damage is increased by 20%25% per Arcane Charge, and its mana cost is increased by 125% per Arcane Charge.

Arcane Charge: An arcane charge, generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and consumed by Arcane Barrage: Arcane Blast Generates a charge. Arcane Blast's damage is increased by 20%25% per charge, and its mana cost increased by 125% per charge. Arcane Missiles Generates a charge. Arcane Missiles' damage is increased by 20%25% per charge. Arcane Explosion Refreshes charges and has a 30% chance to generate a charge if at least one target is hit. Arcane Barrage Consumes all charges. Arcane Barrage's damage is increased by 20%25% per charge, and it hits 1 additional nearby target per charge for 50% damage. Stacks up to 46 times and lasts 10 sec.

Arcane Missiles: Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 432 (+ 32.4% of SpellPower) Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles' damage is increased by 20%25% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges.

Frostbolt: Launches a bolt of frost at the enemy, causing 1330 to 1692 (+ 145.2%1237 to 1573 (+ 135% of SpellPower) Frost damage and slowing movement speed by 50% for 15 sec. Also causes the target to take an additional 8% damage from your Frostbolt and Ice Lance, and your Water Elemental's Waterbolt, stacking up to 3 times.

Glyphs

Glyph of Water Elemental: Increases the health of your Water Elemental by 40%, and allows it to cast while moving. When in Assist mode and in combat, commanding your Water Elemental to Follow will cause it to stay near you and autocast Waterbolt when your target is in range.

Divine Purpose: Abilities that cost Holy Power have a 20%25% chance to cause the Divine Purpose effect. Divine Purpose Your next Holy Power ability will consume no Holy Power and will cast as if 3 Holy Power were consumed. Lasts 8 sec.

Eternal Flame: Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for 4031 to 4490 (+ 37.7% of SpellPower) and an additional 1393 (+ 16%391 (+ 4.5% of SpellPower) every 3 sec for 30 sec. Healing increased per charge of Holy Power. Replaces Word of Glory.

Holy Avenger: Abilities that generate Holy Power will deal 30% additional damage and healing, and generate 3 charges of Holy Power for the next 15 sec.

Sanctified Wrath: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. Holy Reduces the cooldown of Holy Shock by 50%. Protection Reduces the cooldown of Judgment by 50%. Avenging Wrath also increases healing received by 20%. Retribution Reduces the cooldown of Hammer of Wrath by 50%.

Beacon of Light: The target becomes a Beacon of Light to all party and raid members within 0 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your Holy Light will also heal the Beacon for 100% of the amount healed. Your Holy Radiance, and Light of DawnLight of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed.

Divine Storm: An area attack that consumes 3 charges of Holy Power to cause 120%135% weapon damage as Holy damage to all enemies within 8 yards.

Exorcism: Forcefully attempt to expel the evil from the target with a blast of Holy Light. Causes 7738 to 86376578 to 7342 Holy damage and generates a charge of Holy Power.

Hammer of the Righteous: Hammer the current target for 20% weapon damage, causing a wave of light that hits all targets within 08 yards for 30% Holy weapon damage and applying the Weakened Blows effect. Grants a charge of Holy Power.

Sword of Light: Increases the damage you deal with two-handed melee weapons by 20%10%. Your spell power is now equal to 50% of your attack power, and you no longer benefit from other sources of spell power. Grants 6% of your maximum mana every 2 sec. Increases the healing done by Word of Glory and Flash of Light by 30%.

Surge of Light: Surge of Light You have a 15% chance when you Smite, Heal, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and have no mana cost. Limit 2 charges. Surge of Darkness Periodic damage from your Vampiric Touch has a 15% chance to cause your next Mind Spike to not consume your damage-over-time effects, become instant cast, cost no mana, and deal 20%50% additional damage. Limit 2 charges.

Power Word: Solace: Strike an enemy with the power of the heavens, dealing 1978 to 2219 (+ 40%2967 to 3328 (+ 114.1% of SpellPower) Holy damage and restoring 2.0% maximum mana.0.7% maximum mana.

Devouring Plague: Consumes all of the caster's Shadow Orbs to deal 1784 (+ 85%1641 (+ 78.2% of SpellPower) Shadow damage and an additional 297 (+ 14.1%273 (+ 13% of SpellPower) Shadow damage every 1 sec for 6 sec. Also heals the caster for 1% of their maximum health when it deals periodic damage. Damage and healing increased based on the number of Shadow Orbs consumed.

Lightning Bolt: Casts a bolt of lightning at the target for 1457 to 1664 (+ 89.4%1353 to 1545 (+ 84% of SpellPower) Nature damage.

Searing Totem: Summons a Fire Totem with 5 health at your feet for 1 min that repeatedly attacks an enemy within 0 to 20 yards for 91 to 123 (+ 16.7%80 to 107 (+ 14.7% of SpellPower) Fire damage.

Talents and Specialization

Elemental Blast: Harness and direct the raw power of the elements towards an enemy target, dealing 3734 to 4339 (+ 181.1%4372 to 5079 (+ 211.2% of SpellPower) Elemental damage and increasing the caster's Critical Strike, Haste, or Mastery by 0 for 8 sec.

: Imbue the Shaman's weapon with earthen life. Increases spell healing by 0 and gives each heal up to a 20% chance to trigger the Earthliving effect on the target, healing an additional 3648 (+ 8.3% of SpellPower) over 12 sec. Single-target direct heals on targets below 35% of maximum health will always trigger this effect. Lasts 60 minutes.

Legion Strike: A sweeping attack that does 125% of the Felguard's weapon damage divided among all targets within 6 yards. The Felguard's current target is also wounded, reducing the effectiveness of any healing received by 10% for 5 sec. (Right - Click to toggle)

Professions

Imperial Amethyst: Attempts to discover a purple Pandaria gem recipe of superior quality. If you have learned all purple gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day.

Primordial Ruby: Attempts to discover a red Pandaria gem recipe of superior quality. If you have learned all red gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day.

Prismatic Black Diamond: Cuts a black diamond into a red, blue or yellow gemstone of similar quality. The type of gem is not known until the gem is cut.

River's Heart: Attempts to discover a blue Pandaria gem recipe of superior quality. If you have learned all blue gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day.

Secrets of the Stone: Attempts to discover a Pandaria gem recipe of superior quality. Using Spirits of Harmony allows you to ignore the normal cooldown for research.

Sun's Radiance: Attempts to discover a yellow Pandaria gem recipe of superior quality. If you have learned all yellow gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day.

Vermilion Onyx: Attempts to discover an orange Pandaria gem recipe of superior quality. If you have learned all orange gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day.

Wild Jade: Attempts to discover a green Pandaria gem recipe of superior quality. If you have learned all green gem recipes, you may discover a recipe for another color gem. You can only perform one Pandaria research per day.

NPC Abilities

This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.View changes

Arcane Blast: Blasts the target with energy, dealing 12488 to 14512 Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 20%25% and mana cost of Arcane Blast is increased by 125%. Effect stacks up to 46 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.

Arcane Blast: Blasts the target with energy, dealing Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 20%25% and mana cost of Arcane Blast is increased by 125%. Effect stacks up to 46 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.

Arcane Blast: Blasts the target with energy, dealing 834 to 968 (+ 129.4%749 to 869 (+ 115.2% of SpellPower) Arcane damage. Generates an Arcane Charge. Arcane Blast's damage is increased by 20%25% per Arcane Charge, and its mana cost is increased by 125% per Arcane Charge.

Arcane Blast: Blasts the target with energy, dealing 24 to 29 Arcane damage. Each time you cast Arcane Blast, the casting time is reduced while mana cost is increased. Effect stacks up to 46 times and lasts 10 sec.

Arcane Charge: An arcane charge, generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and consumed by Arcane Barrage: Arcane Blast Generates a charge. Arcane Blast's damage is increased by 20%25% per charge, and its mana cost increased by 125% per charge. Arcane Missiles Generates a charge. Arcane Missiles' damage is increased by 20%25% per charge. Arcane Explosion Refreshes charges and has a 30% chance to generate a charge if at least one target is hit. Arcane Barrage Consumes all charges. Arcane Barrage's damage is increased by 20%25% per charge, and it hits 1 additional nearby target per charge for 50% damage. Stacks up to 46 times and lasts 10 sec.

Hurl Boulder: Hurls a massive boulder into the distance. This boulder deals Fire damage and 1414 to 1586 siege damage to all enemies within 010 yards.

Seal of Truth: Fills the Paladin with holy power, causing single-target attacks to Censure the target, which deals ((0.01 * holy spell power.0193 * AP) * 5 */ 100) additional Holy damage over 15 sec. Censure can stack up to 5 times. Once stacked to 5 times, each of the Paladin's attacks also deals 14%12% weapon damage as additional Holy damage. Only one Seal can be active on the Paladin at any one time. Lasts 5 min. Unleashing this Seal's energy will deal (1 + 0.223 * holy spell power.142 * AP) Holy damage to an enemy, increased by 10% for each application of Censure on the target.

Amber Explosion: Deals 136500 to 14350097500 to 102500 Nature damage to all enemies within 200 yards.

Annihilate: Inflicts 200000250000 damage to enemies within 0 yards in front of the caster.

Arcane Blast: Blasts the target with energy, dealing Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 20%25% and mana cost of Arcane Blast is increased by 125%. Effect stacks up to 46 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.

Arcane Missiles: Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 432 (+ 32.4% of SpellPower) Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles' damage is increased by 20%25% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges.

Avenging Wrath: Increases all damage and healing caused by 20% for 20 sec. until cancelled.

Backhanded Swipes: The caster swipes out with both arms, inflicting 57 to 63 Physical damage to all targets in front of them.

Barrage: Rapidly fire a spray of shots forward for 3 sec, dealing a total of 640% weapon damage to the enemy target and an average of 160%320% weapon damage to each other enemy target in front of you.

Beacon of Light: The target becomes a Beacon of Light to all party and raid members within 0 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your Holy Light will also heal the Beacon for 100% of the amount healed. Your Holy Radiance, and Light of DawnLight of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed.

Beast Cleave: After you Multi-Shot, your pet's melee attacks also strike all other nearby enemy targets for 25%30% as much for the next 4 sec.

Blade Rush: General Pa'valak throws his sword at an enemy's location, inflicting 150000175000 Physical damage to all players within 4 yards on impact. Once the sword lands, General Pa'valak charges to it, inflicting 277500 to 322500 Physical damage to all players within 4 yards, knocking them back.

Blade Rush: General Pa'valak throws his sword at an enemy's location, inflicting 150000175000 Physical damage to all players within 4 yards on impact. Once the sword lands, General Pa'valak charges to it, inflicting 277500 to 322500 Physical damage to all players within 4 yards, knocking them back.

Blade Rush: General Pa'valak throws his sword at an enemy's location, inflicting 150000175000 Physical damage to all players within 4 yards on impact. Once the sword lands, General Pa'valak charges to it, inflicting 277500 to 322500 Physical damage to all players within 4 yards, knocking them back.

: Targets in a 10 yard cone in front of the caster take 1015 to 1121 (+ 100% of SpellPower) Shadow damage and are afflicted by Shadowflame. Shadowflame Reduces movement speed by 30% and deals 960 (+ 15%876 (+ 13.7% of SpellPower) Shadowflame damage over 6 sec. Generates 2 Demonic Fury every time it deals damage.

Cheating Death: You have a chance that an attack which would otherwise kill youAn attack that would otherwise be fatal will instead reduce you tono lower than 10% of your maximum health, In addition, alland damage taken will be reduced by 80% for 3 sec. This effect cannot occur more than once per minute.90 seconds.

: You summon a torrent of Chi energy and hurl it at the target, dealing 461 to 1381 damage to all enemies, and 461 to 1381575 to 1724 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.

: You summon a torrent of Chi energy and hurl it at the target, dealing 461 to 1381 damage to all enemies, and 461 to 1381575 to 1724 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.

Chi Burst: You summon a torrent of Chi energy and hurl it at the target, dealing 461 to 1381 damage to all enemies, and 461 to 1381575 to 1724 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.

: You cause a wave of Chi energy to flow through friend and foe, dealing 308 damage or 308384 healing. Bounces up to 5 times to the nearest targets within 20 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.

: You cause a wave of Chi energy to flow through friend and foe, dealing 308 damage or 308384 healing. Bounces up to 5 times to the nearest targets within 20 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.

: You cause a wave of Chi energy to flow through friend and foe, dealing 308 damage or 308384 healing. Bounces up to 5 times to the nearest targets within 20 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.

Chimaera Shot: An instant shot that causes 300%210% ranged weapon Nature damage plus RAP*0.732+17951246, refreshing the duration of your Serpent Sting and healing you for 3% of your total health.

Chimera Shot - Serpent: You deal 300%210% weapon damage, refreshing the current Sting on your target and triggering an effect: Serpent Sting - Instantly deals 40% of the damage done by your Serpent Sting. Viper Sting - Instantly restores mana to you equal to 60% of the total amount drained by your Viper Sting. Scorpid Sting - Attempts to Disarm the target for 10 sec. This effect cannot occur more than once per 1 minute.

Consume Amber: Absorb a nearby pool of Burning Amber, formed from a dissolved Living Amber. This bolsters your mutated form, increasing current and maximum health by 47500002000000, but also restores 20% Willpower.

Crackling Jade Lightning: Channels Jade lightning at the target, causing 1182 Nature damage over 6 sec. When dealing damage, you have a 15%25% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

: Channels Jade lightning at the target, causing 1182 Nature damage over 6 sec. When dealing damage, you have a 15%25% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Crackling Jade Shock: Channels Jade lightning at the target, causing 1182 Nature damage over 6 sec. When dealing damage, you have a 15%25% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Destabilizing Energies: Exposure to Total Annihilation causes lasting negative effects, rooting the enemy in place and inflicting 125000stunning the enemy and inflicting 50000 Arcane damage every 2 seconds until the target is healed to full health.80 of max health.

Detonate: Explodes, inflicting 300000700000 Fire damage and increases all damage taken by 5%.

: Consumes all of the caster's Shadow Orbs to deal 1784 (+ 85%1641 (+ 78.2% of SpellPower) Shadow damage and an additional 297 (+ 14.1%273 (+ 13% of SpellPower) Shadow damage every 1 sec for 6 sec. Also heals the caster for 1% of their maximum health when it deals periodic damage. Damage and healing increased based on the number of Shadow Orbs consumed.

Devouring Plague: Consumes all of the caster's Shadow Orbs to deal 1784 (+ 85%1641 (+ 78.2% of SpellPower) Shadow damage and an additional 297 (+ 14.1%273 (+ 13% of SpellPower) Shadow damage every 1 sec for 6 sec. Also heals the caster for 1% of their maximum health when it deals periodic damage. Damage and healing increased based on the number of Shadow Orbs consumed.

Divine Purpose: Your next Holy Power ability will consume no Holy Power and will cast as if 3 Holy Power were consumed. Lasts 8 sec.

Exorcism: Forcefully attempt to expel the evil from the target with a blast of Holy Light. Causes 7738 to 86376578 to 7342 Holy damage to the target and 25% of that to other enemies within 8 yards and generates a charge of Holy Power.

: Launches a bolt of frost at the enemy, causing 1330 to 1692 (+ 145.2%1237 to 1573 (+ 135% of SpellPower) Frost damage and slowing movement speed by 50% for 15 sec. Also causes the target to take an additional 8% damage from your Frostbolt and Ice Lance, and your Water Elemental's Waterbolt, stacking up to 3 times.

: Launches a bolt of frostfire at the enemy, causing 1649 to 2098 (+ 180%1534 to 1951 (+ 167.4% of SpellPower) Frostfire damage and slowing the target by 40% for 8 sec.

Grip of Fear: Grips an enemy in fear, inflicting 035000 Shadow damage every second and causing them to flee for 8 sec.

Light's Beacon: The target becomes a Beacon of Light to all party and raid members within 0 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your Holy Light will also heal the Beacon for 100% of the amount healed. Your Holy Radiance, and Light of DawnLight of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed.

: Casts a bolt of lightning at the target for 1093 to 1248 (+ 67.1%1015 to 1158 (+ 63% of SpellPower) Nature damage.

Lynx Rush: Your pet rapidly charges from target to target, attacking 9 times over 4 sec, dealing 200% of its normal attack damage to each target. The pet must be within 10 yards of the target to Lynx Rush.

Maddening Shout: The Maddening Shout of Meng the Demented causes all enemies to go mad. Inflicting 24375 to 2562529250 to 30750 Shadow damage every 23 sec and causing all enemies to hate each other, players regain their sanity after taking 20000 damage from another player.

Mass Regeneration: Converts up to 186200 Rage per second into health for until cancelled, at the rate of 60% max health gained per 186200 Rage consumed.

Molten Amber: Deals 25437 to 2956220812 to 24187 Fire damage to enemies that come into contact with the superheated amber.

Noise Cancelling: Creates a Noise Cancelling area 200 yards from the caster. The area will protect creatures within it against Imperial Vizier Zor'lok's Force and Verve ability.

Optical Blast: Blasts the enemy with lasers, dealing 150 (+ 14% of SpellPower) % weaponShadow damage and silencing the enemy for 3 sec. If used on a casting target, it will counter the enemy's spellcast, preventing any spell from that school of magic from being cast for 6 sec.

Parasitic Growth: Infects the target with an amber parasite, causing a minimum of 1625012500 damage every 2 sec. Healing received will cause the parasite to grow, further this increasing damage.

Pheromones: Garalon surrounds the target with powerful pheromones, fixating on the target. Every 2 seconds, Pheromones inflicts 1000020000 Nature damage and increases Pheromone damage by 10% for 12 min. Pheromones can be passed to allies in close proximity.

Pheromones: Garalon surrounds the target with powerful Pheromones, fixating on the target. Every 2 seconds, Pheromones inflicts 1000020000 Nature damage to allies within 300 yards and increases damage dealt by Pheromones by 10% for 12 min. Pheromones can be passed to allies in close proximity.

Pheromones: Garalon surrounds the target with powerful pheromones, fixating on the target. Every 2 seconds, Pheromones inflicts 1000020000 Nature damage and increases Pheromone damage by 10% for 12 min. Pheromones can be passed to allies in close proximity.

Power Word: Solace: Strike an enemy with the power of the heavens, dealing 1978 to 2219 (+ 40%2967 to 3328 (+ 114.1% of SpellPower) Holy damage and restoring 2.0% maximum mana.0.7% maximum mana.

Rough Landing: Crash violently into the ground, causing 75156 to 8734363593 to 73906 Physical damage to allies within 0 yards of the point of impact, stunning them for 3 sec.

Sanctified Wrath: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. Holy Reduces the cooldown of Holy Shock by 50%. Protection Reduces the cooldown of Judgment by 50%. Avenging Wrath also increases healing received by 20%. Retribution Reduces the cooldown of Hammer of Wrath by 50%.

Seal of Righteousness: Fills you with Holy Light, causing melee attacks to deal 7%6% weapon damage to all targets within 8 yards.

Seal of Truth: Fills you with Holy Light, causing melee attacks to deal 14%12% additional Holy damage and apply Censure to the target.

Shadow Word: Death: A word of dark binding that inflicts 593 (+ 51%546 (+ 46.9% of SpellPower) Shadow damage to the target, and to the caster. If the target is below 20% health, the target takes four times as much damage. If the target dies, the caster takes no damage.

Shadow Word: Death: A word of dark binding that inflicts 2371 (+ 204%2183 (+ 187.6% of SpellPower) Shadow damage to the target. Only usable on enemies that have less than 20% health.

Shadow Word: Death: A word of dark binding that inflicts 593 (+ 51%546 (+ 46.9% of SpellPower) Shadow damage to the target, and to the caster. If the target is below 20% health, the target takes four times as much damage and the cooldown is reset if the target does not die. This reset cannot happen more often than once every 6 sec. If the target dies, you take no damage.

Smoke Blades: Attacks nearby enemies in a smoky whirlwind, inflicting 25%17% of weapon damage and reducing their chance to get a critical strike by 100% for up to 30 sec. Afflicted targets gain Parting Smoke when this effect is removed.

: Heals the target for 20552 to 23872 (+ 17.92% of SpellPower) over 8 sec. When you heal with Soothing Mist, you have a 20%25% chance to generate 1 Chi.

Volatile Amber: Deals 27056 to 3144323125 to 26875 Nature damage to the target.

Water Elemental: Increases the health of your Water Elemental by 40%, and allows it to cast while moving. When in Assist mode and in combat, commanding your Water Elemental to Follow will cause it to stay near you and autocast Waterbolt when your target is in range.

Wind Bomb: Wind Lord Mel'jarak hurls a volatile bomb at a player, inflicting 70000 Nature damage to all players within 5 yards. knocking them back. After 3 seconds, the bomb arms and will detonate if any players come within 6 yards.

Wind Bomb: Wind Lord Mel'jarak hurls a volatile bomb at a player, inflicting 70000 Nature damage to all players within 5 yards. knocking them back. After 3 seconds, the bomb arms and will detonate if any players come within 6 yards.

Wind Bomb: Wind Lord Mel'jarak hurls a volatile bomb at a player, inflicting 70000 Nature damage to all players within 5 yards. knocking them back. After 3 seconds, the bomb arms and will detonate if any players come within 6 yards.

Wind Bomb: Wind Lord Mel'jarak hurls a volatile bomb at a player, inflicting 70000 Nature damage to all players within 5 yards. knocking them back. After 3 seconds, the bomb arms and will detonate if any players come within 6 yards.

Wind Bomb: Wind Lord Mel'jarak hurls a volatile bomb at a player, inflicting 70000 Nature damage to all players within 5 yards. knocking them back. After 3 seconds, the bomb arms and will detonate if any players come within 6 yards.

Zen Sphere: Forms a Zen Sphere above the target, healing the target for 101126 and dealing 101 damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Sphere can be summoned at any one time. If Zen Sphere is cast again while active, the Zen Sphere will detonate, dealing 360 damage and 360450 healing to all targets within 10 yards.

Zen Sphere: Forms a Zen Sphere above the target, healing the target for 101126 and dealing 101 damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Sphere can be summoned at any one time. If Zen Sphere is cast again while active, the Zen Sphere will detonate, dealing 360 damage and 360450 healing to all targets within 10 yards.

Zen Sphere: Detonate: Forms a Zen Sphere above the target, healing the target for 101126 and dealing 101 damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Sphere can be summoned at any one time. If Zen Sphere is cast again while active, the Zen Sphere will detonate, dealing 360 damage and 360450 healing to all targets within 10 yards.

Zen Sphere: Detonate: Forms a Zen Sphere above the target, healing the target for 101126 and dealing 101 damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Sphere can be summoned at any one time. If Zen Sphere is cast again while active, the Zen Sphere will detonate, dealing 360 damage and 360450 healing to all targets within 10 yards.

Comments

Comment by BlackMonarch

on Wed, 08 Aug 2012 12:29:02 -0500

2. Yay some re-upping of Beast Cleave damage

I initially read this as "Yay some re-upping of Breast Cleavage"

Comment by Interest

on Wed, 08 Aug 2012 12:38:31 -0500

To 1. There's those hunter tweaks! Let's see how that works out now. :3(the initial reaction from the "sky is falling" sect of hunters is "TOO BIG A NERF TOO BIG A NERF" so I think I need to wait for EJ to do their crunching.)2. Yay some re-upping of Beast Cleave damage! Even if it's a tiny amount, I'll take it.

To be fair it looks like everybody received pretty significant nerfs. I didn't go over them with a fine-toothed comb like I did with the hunters though - seems like some huge nerfs. Ahh..the life of a hunter.

I think they were just seeing what happens if they increase damage values. I remember they went nuts with that a build or two ago.

Comment by milalyr

on Wed, 08 Aug 2012 16:01:34 -0500

To be fair it looks like everybody received pretty significant nerfs. I didn't go over them with a fine-toothed comb like I did with the hunters though - seems like some huge nerfs. Ahh..the life of a hunter.

Yeah, seems last few patches hunters got to go all over the power spectrum! I felt really powerful in the beta lately, so we'll see how I feel after this build is out.As long as they do all the crazy modifications before the game launches so there's no nerfbats flying around in live, I'm all the happier.